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NashaUV - UV Editor plugin for DeleD (beta)
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Jeroen
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Joined: 07 Aug 2004
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PostPosted: Sun Oct 25, 2009 9:38 am    Post subject: Reply with quote

I was wondering: will merging UV edges be made possible in your plugin?
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chronozphere
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PostPosted: Sun Oct 25, 2009 10:43 am    Post subject: Reply with quote

I am not sure what you mean. Please elaborate. Smile
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Jeroen
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PostPosted: Sun Oct 25, 2009 12:17 pm    Post subject: Reply with quote

The exact functionality is unclear to me, to be honest, but we talked about this a while ago. It's a matter of implementing it in the plugin or within DeleD itself. I believe the idea was to implement this in the plugin. Just wanted to make sure. Smile
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chronozphere
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PostPosted: Sun Oct 25, 2009 10:42 pm    Post subject: Reply with quote

Lol, It's quite hard to answer this question if I don't know what we are talking about. Laughing

Do you mean an "edge weld" tool that allows the user to connect edges of different polygons to make neat UV maps?
If I implement such a feature, it would work like the "average" tool for vertices in DeleD. Edges will seem welded, until you move their polygons.
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chronozphere
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PostPosted: Sun Feb 28, 2010 12:40 pm    Post subject: Reply with quote

I started working on NashaUV again. Very Happy

This time, I'm going to add an options dialog:



I'm also planning to add planar mapping.
Hopefully, I can get those two things working before the next DeleD release, so it can be included. Smile

Edit: Just noticed that the labels in the lowest group box are wrong. They should be Polygon color, Selected polygons etc... Smile
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Grandmaster B
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Joined: 03 Jul 2007
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PostPosted: Sun Feb 28, 2010 3:21 pm    Post subject: Reply with quote

chronozphere wrote:
I started working on NashaUV again. Very Happy


Nice! Very Happy
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chronozphere
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PostPosted: Sat Mar 20, 2010 11:53 am    Post subject: Reply with quote

The whole options window is finished. I'm now working on the mapping modes. This is alot of work because I have to make good 3d gizmo's which requires some tricky math. Also the mapping process itsself is a challenge.

However, the mapping gizmo's/dummies are done. This is the dummy I use for cylinder mapping. The texture is wrapped around the object like toilet paper. Smile



Also, only the selected polygons will be affected (not the entire primitive). This will make the mapping tools very powerfull.

It will probably take me a few more weeks to complete this.
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chronozphere
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PostPosted: Wed Mar 24, 2010 12:24 am    Post subject: Reply with quote

Rotation gizmo is done! Very Happy This gizmo will be used to transform the mapping dummy (plane, cylinder or sphere).

You just click on a disc and drag. A very effective way to rotate something in a 3d viewport. Cool

DeleD should have one of these too. Razz

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paul_nicholls
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PostPosted: Wed Mar 24, 2010 1:30 am    Post subject: Reply with quote

chronozphere wrote:
Rotation gizmo is done! Very Happy This gizmo will be used to transform the mapping dummy (plane, cylinder or sphere).

You just click on a disc and drag. A very effective way to rotate something in a 3d viewport. Cool

DeleD should have one of these too. Razz



Nice Smile

Another way I found to "intuitively" rotate a 3d model around is using the arcball unit that you can find on this page:

http://web.archive.org/web/20071221030508/www.delphi3d.net/listfiles.php?category=1

Another thing that you might find useful, perhaps for unwrapping models in your UV plugin is the uvunwrap delphi source code on the same page

cheers,
Paul
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ridwan sameer
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PostPosted: Wed Mar 24, 2010 3:08 am    Post subject: Reply with quote

See now... i already like you for this....

But if someone made a tutorial... ill LOVE you BOTH Laughing
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chronozphere
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PostPosted: Wed Mar 24, 2010 8:47 am    Post subject: Reply with quote

Quote:

See now... i already like you for this....

But if someone made a tutorial... ill LOVE you BOTH Laughing


Haha.. well, eventually i'll make one. First I have to get some new features working. Smile

@Paul: Thanks for that link and an even bigger thanks for pointing out that there is some UV-unwrapping sourcecode out there. Shocked Very Happy I'm gonna study that one.

Edit: checked out the arcball demo. It felt unpredictable to me. Confused I was trying to rotate about the Y axis only, but the rotation was quite different. I'm glad I used my rings-approach. Users can now only rotate about one axis at a time, which is quite intuitive IMHO. Smile

Edit: checked the UV unwrapping demo. It didn't do anything I had hoped for. Sad It just prints the current UV map of a 3ds to a bitmap.
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paul_nicholls
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PostPosted: Wed Mar 24, 2010 9:27 am    Post subject: Reply with quote

chronozphere wrote:
Quote:

See now... i already like you for this....

But if someone made a tutorial... ill LOVE you BOTH Laughing


Haha.. well, eventually i'll make one. First I have to get some new features working. Smile

@Paul: Thanks for that link and an even bigger thanks for pointing out that there is some UV-unwrapping sourcecode out there. Shocked Very Happy I'm gonna study that one.

Edit: checked out the arcball demo. It felt unpredictable to me. Confused I was trying to rotate about the Y axis only, but the rotation was quite different. I'm glad I used my rings-approach. Users can now only rotate about one axis at a time, which is quite intuitive IMHO. Smile

Edit: checked the UV unwrapping demo. It didn't do anything I had hoped for. Sad It just prints the current UV map of a 3ds to a bitmap.


I haven't looked at the unwrapping code, but isn't that useful to be able to do this?

Does it enable you to grab the outlines and do something with it yourself?

cheers,
Paul
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chronozphere
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PostPosted: Wed Mar 24, 2010 12:15 pm    Post subject: Reply with quote

Well, the true problem of implementing UV-unwrapping is that you need a good algorithm to turn a 3d mesh into a 2d one. This must be done in such a way that the triangles are nicely distributed over the plane and that there are almost no seams. Like this:



It's like peeling an orange and laying the shell on the table. There are sophisticated algorithms to do this.

http://www.gamedev.net/community/forums/topic.asp?topic_id=517834

The method shown in the demo is not unwrapping, but projection. That's like smashing the orange with a sledgehammer. Laughing It just flattens the whole thing without considering optimal distribution/seams etc..
I allready knew how to do that (and fik has made a projection plugin that does that).

Hope this clears things up. Smile
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AWM Mars
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Joined: 06 Jan 2010
Posts: 1195
Location: Wilts England

PostPosted: Wed Mar 24, 2010 1:23 pm    Post subject: Reply with quote

Is this the sort of thing you mean http://en.wikipedia.org/wiki/Parametric_surface

or this http://en.wikipedia.org/wiki/UV_mapping

I found that Blender does UV Unwrapping.. but given the choice of using Blender and living, I choose life..
This is a dedicated programme, if you want to spend money http://www.unwrap3d.com/u3d/index.aspx

This may prove useful http://alice.loria.fr/index.php/publications.html?redirect=0&Paper=lscm@2002&image=5

and http://www.pullin-shapes.co.uk/page8.htm
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chronozphere
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PostPosted: Wed Mar 24, 2010 2:03 pm    Post subject: Reply with quote

Yeah.. I was just looking at those articles. Smile

They are very mathy and scientific. I go to university so I hope I will be able to read this stuff at some point. Because "Least square conformal maps" looked a bit too difficult, i turned to "Angle based flattening" (Still very hard).

http://www.cs.ubc.ca/~sheffa/papers/abf_plus_plus.pdf

At some point they mention "Lagrange multipliers", so I started studying this:

http://en.wikipedia.org/wiki/Lagrange_multipliers#Very_simple_example

I basicly understand that now, but I'm still lightyears away from a working UV-unwrapping implementation. Sad

@AWM mars: This is the feature that should give you nice smooth and uniform surfaces.

Hope I can understand this someday.
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